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* Changed how door location names are formattedStar Rauchenberger2025-08-302-2/+0
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-201-2/+2
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* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Added "endings" object typeStar Rauchenberger2025-08-201-1/+4
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* Added the_doorStar Rauchenberger2025-08-114-0/+30
#n159'>159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544
SpeakerType = {
  NONE = 0,
  MAN = 1,
  WOMAN = 2,
  BOY = 3,
  GIRL = 4,
  NONHUMAN = 5
}

Direction = {
  UP = 0,
  UP_RIGHT = 1,
  RIGHT = 2,
  DOWN_RIGHT = 3,
  DOWN = 4,
  DOWN_LEFT = 5,
  LEFT = 6,
  UP_LEFT = 7
}

CharacterState = {
  STILL = 0,
  WALKING = 1,
  CROUCHING = 2,
  RUNNING = 3
}

SpriteLayer = {
  MASK = 0,
  NORMAL = 1,
  ABOVE = 2
}

BehaviourType = {
  NONE = 0,
  WANDER = 1,
  PATH = 2
}

CutsceneOptions = {
  DO_NOT_CHANGE_ANIMATION = 1 -- Prevents player party animation being set to "frozen" at the start of a cutscene or "still" at the end
}

ChangeMapOptions = {
  DO_NOT_FADE         = 1, -- Prevents fading to and from black
  DO_NOT_CHANGE_MUSIC = 2  -- Prevents stopping or starting music as part of the map change
}

PathfindingOptions = {
  CARDINAL_DIRECTIONS_ONLY = 1
}

gamestate = {}

--- Yields until the specified amount of time has passed.
-- @param time in milliseconds
function Delay(time)
  while time > 0 do
    time = time - coroutine.yield()
  end
end

--- Starts a cutscene.
-- This takes care of showing the cutscene bars, as well as halting character
-- movement. It does not block. See CutsceneOptions for modifiers.
function StartCutscene(options)
  options = options or 0

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = false
  character():halt(playerId)

  if (options & CutsceneOptions.DO_NOT_CHANGE_ANIMATION == 0) then
    SetPartyAnimation(playerId, "frozen")
  end

  message():displayCutsceneBars()

  local allSprites = getAllSprites()
  for k,v in pairs(allSprites) do
    getSprite(v).paused = true
  end
end

--- Queues a message for display.
-- Non-blocking! If you want to block until the message has been fully
-- revealed, use WaitForEndOfMessage().
-- @param msg the text of the message
-- @param name the name of the character speaking (leave blank to not show a character name)
-- @param type the SpeakerType for the character, which determines which beep sound is played, if any
function DisplayMessage(msg, name, type)
  message():displayMessage(msg, name, type)
end

--- Queues a choice prompt for the player.
-- This should be called after DisplayMessage(), as it is not valid for a choice
-- prompt to be the first line of the text box. This also does not block. You
-- should use WaitForEndOfMessage() after this.
-- @param one the text of the first option
-- @param two the text of the second option
function ShowChoice(one, two)
  message():showChoice(one, two)
end

--- Gets the result of the last choice prompt.
-- @return 0 for the left choice, 1 for the right choice
function GetChoiceSelection()
  return message():getChoiceSelection()
end

--- Yields until all queued messages / choice prompts have been dismissed.
-- This does not hide the cutscene bars, nor does it wait for them to hide.
function WaitForEndOfMessage()
  while (message().isMessageActive) do
    coroutine.yield()
  end
end

--- Hides the cutscene bars.
-- This also re-enables player movement. See CutsceneOptions for modifiers.
function HideCutsceneBars(options)
  options = options or 0

  WaitForEndOfMessage()
  message():hideCutsceneBars()

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = true

  if (options & CutsceneOptions.DO_NOT_CHANGE_ANIMATION == 0) then
    SetPartyAnimation(playerId, "still")
  end

  local allSprites = getAllSprites()
  for k,v in pairs(allSprites) do
    getSprite(v).paused = false
  end
end

--- Unpauses a sprite's movement.
-- Use this during cutscenes to allow the sprite's movement to be controlled
-- either by the InputSystem or the BehaviourSystem.
function UnpauseSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.paused = false
end

--- Re-pauses a sprite's movement.
-- Use this after UnpauseSprite() when you are done moving the sprite.
function PauseSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.paused = true
end

function GetPosition(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  return sprite.loc
end

function SetPosition(spriteName, x, y)
  local spriteId = getSpriteByAlias(spriteName)
  transform():moveSprite(spriteId, vec2i.new(x, y))
end

--- Moves a sprite to the specified warp point.
function MoveSpriteToWarp(spriteName, warp)
  local spriteId = getSpriteByAlias(spriteName)
  local warpPos = getMap():getWarpPoint(warp)
  transform():moveSprite(spriteId, warpPos)
end

function SetDirection(spriteName, dir)
  local spriteId = getSpriteByAlias(spriteName)
  animation():setSpriteDirection(spriteId, dir)
end

function SetAnimation(spriteName, animName)
  local spriteId = getSpriteByAlias(spriteName)
  animation():setSpriteAnimation(spriteId, animName)
end

function WaitForAnimation(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  repeat
    coroutine.yield()
  until sprite.animFinished
end

function Halt(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  character():halt(spriteId)
end

function PlaySound(filename)
  mixer():playSound("../res/sfx/" .. filename)
end

function LoopSound(filename)
  return mixer():loopSound("../res/sfx/" .. filename)
end

function StopSound(soundId)
  mixer():stopChannel(soundId)
end

function FadeToBlack(length)
  effect():fadeScreen(length, 1.0)
  repeat
    coroutine.yield()
  until effect():isScreenFadeComplete()
end

function RemoveFadeout(length)
  effect():fadeScreen(length, 0.0)
  repeat
    coroutine.yield()
  until effect():isScreenFadeComplete()
end

function FadeMap(length, amount)
  effect():fadeMap(length, amount)
end

function WaitForMapFade()
  while not effect():isMapFadeComplete() do
    coroutine.yield()
  end
end

function ShakeCamera(period)
  effect():shakeCamera(period)
end

function StopShakingCamera()
  effect():stopShakingCamera()
end

function PanToSprite(spriteName, length)
  local spriteId = getSpriteByAlias(spriteName)
  camera():panToSprite(spriteId, length)
end

function WaitForPan()
  while camera():isPanning() do
    coroutine.yield()
  end
end

function CameraFollowSprite(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  camera():setFollowingSprite(spriteId)
  camera():unlockCamera()
end

function ReturnCamera(length)
  local playerId = getPlayerSprite()
  camera():panToSprite(playerId, length)

  while camera():isPanning() do
    coroutine.yield()
  end

  camera():setFollowingSprite(playerId)
  camera():unlockCamera()
end

function SetPartyDirection(spriteId, direction)
  animation():setSpriteDirection(spriteId, direction)

  local sprite = getSprite(spriteId)

  for i=1,#sprite.followers do
    animation():setSpriteDirection(sprite.followers[i], direction)
  end
end

function SetPartyAnimation(spriteId, animName)
  animation():setSpriteAnimation(spriteId, animName)

  local sprite = getSprite(spriteId)

  for i=1,#sprite.followers do
    animation():setSpriteAnimation(sprite.followers[i], animName)
  end
end

function ChangeMap(map, warp, options)
  options = options or 0

  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  local direction = playerSprite.dir

  DisablePlayerControl()
  if (options & ChangeMapOptions.DO_NOT_FADE == 0) then
    FadeToBlack(150)
  end
  loadMap(map)
  character():transplantParty(playerId, getMap():getWarpPoint(warp), direction)

  if (options & ChangeMapOptions.DO_NOT_CHANGE_MUSIC == 0) then
    if (mixer():isPlayingMusic() and not getMap():hasMusic()) then
      mixer():fadeoutMusic(150)
    elseif (getMap():hasMusic() and (not mixer():isPlayingMusic() or not (mixer():getPlayingTrack() == getMap():getMusic()))) then
      mixer():playMusic(getMap():getMusic(), 150)
    end
  end

  coroutine.yield()
  if (options & ChangeMapOptions.DO_NOT_FADE == 0) then
    RemoveFadeout(150)
  end
  EnablePlayerControl()
end

function CreateAnimatedSpriteAtPosition(alias, character, x, y, animName, direction, layer)
  local spriteId = emplaceSprite(alias)
  transform():initSprite(spriteId, x, y, layer)
  animation():initSprite(spriteId, "../res/sprites/" .. character .. "_anim.txt")
  animation():setSpriteDirection(spriteId, direction)
  animation():setSpriteAnimation(spriteId, animName)
end

function CreateAnimatedSpriteAtWarpPoint(alias, character, warp, animName, direction, layer)
  local spriteId = emplaceSprite(alias)
  local loc = getMap():getWarpPoint(warp)
  transform():initSprite(spriteId, loc:x(), loc:y(), layer)
  animation():initSprite(spriteId, "../res/sprites/" .. character .. "_anim.txt")
  animation():setSpriteDirection(spriteId, direction)
  animation():setSpriteAnimation(spriteId, animName)
end

function DestroyNamedSprite(alias)
  local spriteId = getSpriteByAlias(alias)
  destroySprite(spriteId)
end

function AliasForSpriteExpression(spriteName)
  return "expression (" .. spriteName .. ")"
end

function ShowExpression(spriteName, expression)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  local animFrame = sprite:getCurrentFrame()
  local x = sprite.loc:x()
  local y = sprite.loc:y() - animFrame.center:y()

  CreateAnimatedSpriteAtPosition(AliasForSpriteExpression(spriteName), "expression", x, y, expression, Direction.DOWN, SpriteLayer.ABOVE)
end

function RemoveExpression(spriteName)
  DestroyNamedSprite(AliasForSpriteExpression(spriteName))
end

--- Turns on clipping for the player.
-- This allows walking through solid objects. For debug only!
function StartClipping()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.clipping = true
end

--- Turns off clipping for the player.
-- For debug only!
function StopClipping()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.clipping = false
end

--- Turns off crouching (and thus running) for the player.
function PreventCrouching()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.cantCrouch = true
end

--- Undoes the effect of PreventCrouching().
function AllowCrouching()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.cantCrouch = false
end

--- Makes a sprite start bobbing up and down (for underwater).
-- This only applies when the sprite is on a normal medium (so, not on ladders).
function StartBobbing(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.bobsWhenNormal = true
end

--- Makes a sprite stop bobbing up and down.
function StopBobbing(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.bobsWhenNormal = false
end

--- Sets the animation slowdown for a sprite.
-- @param spriteName the alias of the sprite to modify
-- @param amount the number of animation frames needed to advance the sprite's animation (1 means the effect is disabled)
function SetAnimationSlowdown(spriteName, amount)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.animSlowdown = amount
end

--- Removes the enclosure zone for the specified sprite.
-- This allows the sprite to move outside of the confines of the zone.
function RemoveEnclosureZone(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.enclosureZone = ""
end

--- Set a sprite on a path to the specified location.
function DirectSpriteToLocation(spriteName, warpPoint, options)
  options = options or 0

  local spriteId = getSpriteByAlias(spriteName)
  local dest = getMap():getWarpPoint(warpPoint)

  behaviour():directSpriteToLocation(spriteId, dest, options)
end

--- Blocks until the specified sprite has completed their path.
function WaitForSpritePath(spriteName)
  local spriteId = getSpriteByAlias(spriteName)

  while (behaviour():isFollowingPath(spriteId)) do
    coroutine.yield()
  end
end

--- Turns off the sprite's behaviour.
function DisableBehaviour(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.behaviourType = BehaviourType.NONE
end

--- Fades out the currently playing music.
-- This does not block. If you want it to block, call Delay for the same amount
-- of time.
-- @param length the fadeout time in milliseconds
function FadeoutMusic(length)
  mixer():fadeoutMusic(length)
end

--- Plays the specified track.
-- @param song the name of the song to play
-- @param length the time in milliseconds to fade in. if left blank, the track starts immediately
function PlayMusic(song, length)
  length = length or 0

  mixer():playMusic(song, length)
end

--- Makes the player sprite non-controllable.
function DisablePlayerControl()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = false
end

--- Makes the player sprite controllable again.
function EnablePlayerControl()
  local playerId = getPlayerSprite()
  local playerSprite = getSprite(playerId)
  playerSprite.controllable = true
end

--- Makes the specified sprite face toward the †arget sprite.
-- This version of the function uses the closest cardinal direction.
-- @param spriteName the name of the sprite to change the direction of
-- @param targetName the name of the sprite to face toward
function FaceTowardSpriteCardinally(spriteName, targetName)
  local spriteId = getSpriteByAlias(spriteName)
  local targetId = getSpriteByAlias(targetName)
  local sprite = getSprite(spriteId)
  local target = getSprite(targetId)
  local diff = vec2i.new(target.loc:x() - sprite.loc:x(), target.loc:y() - sprite.loc:y())
  local dir = cardinalDirectionFacingPoint(diff)

  SetDirection(spriteName, dir)
end

--- Detaches the sprite's followers and erases their following trails.
function BreakUpParty(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  character():breakUpParty(spriteId)
end

--- Makes the specified sprite solid.
-- This means that other sprites will be blocked if they collide with this one.
function MakeSpriteSolid(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.solid = true
end

--- Makes the specified sprite not solid.
-- This means that other sprites will not be blocked if they collide with this
-- one.
function MakeSpriteNotSolid(spriteName)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.solid = false
end

--- Sets the sprite's movement speed.
-- As a reference: 1 is slow (good for NPCs), 2 is Lucas's default walking speed
function SetMovementSpeed(spriteName, speed)
  local spriteId = getSpriteByAlias(spriteName)
  local sprite = getSprite(spriteId)
  sprite.movementSpeed = speed
end

--- Performs the beginning of the exit area transition.
-- This does the circle effect and plays the sound effect. The circle effect
-- then gets removed and replaced with a screen fade.
function ExitAreaTransition()
  DisablePlayerControl()
  --character():halt(getPlayerSprite())
  coroutine.yield()
  PlaySound("exit_area.wav")
  FadeoutMusic(679)
  effect():circleTransition(679, 1.0)
  while not effect():isCircleTransitionComplete() do
    coroutine.yield()
  end
  character():halt(getPlayerSprite())
  FadeToBlack(1)
  effect():circleTransition(1, 0.0)
  Delay(1000)
end